Topic Index>Magic>Cleric Spells>Christianity
Christianity is the dominant religion in Europe and Russia, and is divided into three general categories which are more or less in constant conflict with each other, to one degree or another. On one side is the Catholic Church, which is loosely allied with the Orthodox Churches. On the other side is the Protestant Movement, which is defined by their opposition to the Catholic interpretation of God’s will for the church through the Pope and the other Church Fathers. Orthodoxy stands on its own as independent of the Papacy, but holding in high regard the traditions of the Church Fathers and it’s own holy men.
Nevertheless, each division of Christianity worships the same God, the Divine Trinity of Father, Son, and Holy Spirit, focusing on the person and work of Jesus Christ. Clerics who belong to different sects of Christianity tend of take certain domains over others, but in general are allowed to take any of the overall Christian domains.
Christianity Cleric’s Spell List:
0 Level (Orisons)
Amanuensis: Copy nonmagical text.
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance B: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue B: Subject gains 1 temporary hp.
Bane: Enemies take -1 on attack rolls and saves against fear.
Bless B: Faithful allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Create Water: Creates 2 gallons/level of pure water.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Delay Disease: Ravages of disease staved off for a day.
Detect Undead: Reveals undead within 60 ft.
Disrupt Undead: Deals 1d6 damage to one undead.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes -2 on attack rolls, saves, and checks.
Ebon Eyes: Subject can see through magical darkness.
Endure Elements: Exist comfortably in hot or cold environments.
Faith Healing B: Cures 8 HP +1/level (max +5) to a member of the faith.
Guiding Light: +2 on ranged attacks against creatures in illuminated area.
Healthful Rest: Subjects heal at twice the normal rate.
Hide from Undead: Undead can’t perceive one subject/level.
Ironguts: Subject gains +5 bonus on saving throws against poison.
Light of St Lucy: You radiate silvery light, which you can expend as 2 bolts that deal 1d6 damage.
Magic Weapon: Weapon gains +1 attack bonus.
Nimbus of Light: Sunlight illuminates you until released as an attack.
Omen of Peril: You know how dangerous the future will be.
Protection from Malevolence: +2 to AC and saves, counter mind control.
Protection from Chaos: Hedges out elementals and chaotic outsiders.
Protection from Evil: Hedges out elementals and evil outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Resurgence: You grant subject a second chance at a saving throw.
Rhino’s Rush: Next charge deals double damage.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith B: Aura grants +2 or higher deflection bonus.
Vigor, Lesser B: Creature heals 1 hp/round (max 15 rounds).
Vision of Glory B: Subject gains morale bonus equal to your Cha modifier to one saving throw.
Aid B: +1 on attack rolls, +1 on saves against fear, 1d8 temporary HP +1/level (max. +10)
Augury: Learns whether an action will be good or bad.
Aura Against Flame: Ignores 10 fire damage/round and extinguishes fires.
Benediction B: Faithful subject gains a +2 luck bonus on saves, can reroll one attack roll, save, skill check, or ability check.
Bless Weapon: Weapon strikes true against evil foes or enemies of the faith.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Close Wounds: Cure 1d4 damage +1/level, even on another’s turn.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max. +10).
Deific Vengeance: Deity’s punishment deals 1d6 damage/2 levels (max. 5d6).
Grease: Makes 10-ft. square or one object slippery.
Lesser Restoration: Dispels magical ability penalty or regains 1d6 ability damage.
Minor Image: As Silent Image, plus some sound.
Shield Other: You take half of subject’s damage.
Spiritual Weapon: Magical weapon attacks on its own.
Status: Monitors condition, position of allies.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max. +15).
Death’s Door: Restores life to subject who died as long as one hour/level ago.
Dispel Magic: Cancels spells and magical effects.
Magic Circle against Chaos: As Protection from Chaos, but 10’ radius and 10 min./level.
Magic Circle against Evil: As Protection from Evil, but 10’ radius and 10 min./level.
Magic Vestment B: Armor or shield gains +1 enhancement/4 levels.
Prayer B: Faithful allies +1 bonus on most rolls, enemies at -1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Rage: Subjects gain +2 to Str and Con, +1 on Will saves, -2 to AC.
Recitation B: Your faithful allies get bonus on AC, attacks, and saves.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/2 levels damage, more against undead.
Castigate: Verbal rebuke damages enemies of the faith.
Cure Critical Wounds: Cures 4d8 damage +1/level (max. +20).
Death Ward B: Grants immunity to death spells and negative energy effects.
Divine Power: You gain attack bonus, +6 to Str and 1 HP/level.
Freedom of Movement: Subject moves normally despite impediments.
Holy Smite: Damages and blinds enemies of the faith.
Minor Creation: Creates one cloth or wood object.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Order’s Wrath: Damages and dazes chaotic creatures.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Spell Immunity: Subject is immune to one spell per four levels.
Tongues: Speak any language.
Atonement B,F,X: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dance of St Florian: Purifying mist washes the air clean of smoke, dust, and poisons.
Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Gabriel’s Mental Bond: Link lets allies communicate.
Holy Sword: Weapon becomes +5, deals +2d6 damage against enemies of the faith.
Major Creation: As Minor Creation, plus stone and metal.
Mass Cure Light Wounds B: Cures 1d8 damage +1/level (max. +25) for many believers.
Raise Dead M: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases and you gain combat bonuses.
Spell Resistance: Subject gains SR 12 +1/level.
Animate Objects: Objects attack your foes.
Antimagic Field: Negates magic within 10’.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bolt of Glory: Positive energy ray extra damage to evil outsiders and undead.
Find the Path: Shows most direct way to a location.
Fires of Purity B: Subject bursts into magical flame, becoming a dangerous weapon.
Greater Dispel Magic: As Dispel Magic, but up to +20 on check.
Heal B: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Hold Monster: As Hold Person, but any creature.
Mass Cure Moderate Wounds B: Cures 2d8 damage +1/level (max +30) for many creatures.
Song of Discord: Forces targets to attack each other.
Control Weather: Changes weather in local area.
Destruction F: Kills subject and destroys remains.
Dictum: Kills, paralyzes, slows, or deafens enemies of the faith.
Greater Restoration B, X: As Restoration, plus restores all levels and ability scores.
Holy Word: Kills, paralyzes, slows, or deafens enemies of the faith.
Mass Cure Serious Wounds B: Cures 3d8 damage +1/level (max. +35) for many creatures.
Michael’s Transformation M: You gain combat bonuses.
Permanent Image M: Includes sight, sound, and smell.
Power Word Blind: Blinds creature with 200 HP or less.
Refuge M: Alters item to transport its possessor to you.
Regenerate B: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max. +35)
Repulsion: Creatures can’t approach you.
Resurrection M: Fully restore dead subject.
Righteous Wrath of the Faithful B: Faithful allies gain extra attack, +3 on attack rolls and damage rolls.
Sunbeam: Beam blinds and deals 4d6 damage.
Animate Plants: One or more plants animate and fight for you.
Crown of Glory: You gain +4 Charisma and inspire your allies.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 80-ft.-radius.
Fire Storm: Deals 1d6/level fire damage.
Holy Aura B, F: +4 to AC, +4 resistance, and SR 25 against evil spells.
Mass Cure Critical Wounds B: Cures 4d8 damage +1/level (max +40) for many creatures.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Polymorph any Object: Changes any subject into anything else.
Power Word Stun: Stuns creature with 150 HP or less.
Shield of Law M: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Spell Immunity, Greater: As Spell Immunity, but up to 8th-level spells.
St Martha’s Magnificent Mansion F: Door leads to extradimensional mansion.
Sunburst: Blinds all within 80’, deals 6d6 damage.
True Creation X: As Major Creation, but permanent.
Freedom: Releases creature from Imprisonment.
Gate X: Connects two planes for travel or summoning.
Mass Heal B: As Heal, but with several subjects.
Miracle X: Requests a deity’s intercession.
Pavilion of Grandeur: A feast and a great pavilion are created.
Power Word Kill: Kills one creature with 100 HP or less.
Prismatic Sphere: As Prismatic Wall, but surrounds on all sides.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Monster IX: Calls extraplanar creature to fight for you.
True Resurrection B, M: As resurrection, plus remains aren’t needed.
Unbinding: Frees everyone in range from spells that constrain or bind.
Vessel of the Deity, Greater: As Vessel of the Deity, Lesser, but you become half-celestial.